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Game-Based Learning Market Overview
The global game-based learning market reached a value of USD 21.3 billion in 2024 and is projected to grow to USD 80.0 billion by 2033, exhibiting a CAGR of 15.05% during 2025-2033. This growth is driven by the increasing demand for engaging learning experiences, the proliferation of smartphones, and the integration of advanced technologies like AR/VR in educational content.
Study Assumption Years:
- Base Year: 2024
- Historical Years: 2019-2024
- Forecast Years: 2025-2033
Game-Based Learning Market Key Takeaways:
- The market is expected to grow from USD 21.3 billion in 2024 to USD 80.0 billion by 2033, at a CAGR of 15.05%.
- North America holds the largest market share, attributed to its advanced educational infrastructure and high adoption of digital learning tools.
- Online platforms dominate due to increased internet accessibility and the convenience of remote learning.
- K-12 game-based learning is the largest end-user segment, driven by the integration of gamified content in school curricula.
- The advertising revenue model is gaining traction, with free access to educational games supported by targeted ads.
- Key players are investing in AR/VR technologies to create immersive learning experiences.
- Collaborations between educational institutions and tech companies are fostering the development of customized game-based learning solutions.
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Market Growth Factors:
The technologies regarding game-based learning play an important role in fully engaging students with immersive experiences that improve their retention level. This includes an AR/VR application that allows students to evaluate abstract complex concepts interactively for better learning. Such technologies may be developed and brought to market due to factors such as their need and cost efficiency.
Governments across the globe are recognizing the benefits of game-based learning and are instituting policies meant to foster its application. For example, in India, the government has collaborated with companies such as Adobe to provide free access to digital learning tools to K-12 schools. This type of initiative increases the level of digital literacy in the country, thereby ensuring that gamified contents get integrated with education curricula.
The demand for personalized and engaging learning experience is on the rise across varying spectrums of education, including corporate training. These needs are addressed by game-based learning, providing interactive content geared toward individual learning styles and paces. The flexibility and adaptability of game-based learning platforms fit many different students, thus enhancing market growth.
Market Segmentation:
Breakup by Platform:
- Online: Offers flexibility and accessibility, allowing learners to engage with content anytime, anywhere.
- Offline: Provides structured learning environments, often used in traditional classroom settings.
Breakup by Revenue Type:
- Game Purchase: Revenue generated through the direct sale of educational games to users.
- Advertising: Free access to games supported by targeted advertisements, benefiting both users and developers.
- Others: Includes subscription models and freemium services offering additional features at a cost.
Breakup by End-User:
- K-12 Game-Based Learning: Focuses on students from kindergarten to 12th grade, integrating games into school curricula to enhance learning.
- Higher Game-Based Learning: Targets college and university students, using games to teach complex subjects and skills.
Breakup by Region:
- North America (United States, Canada)
- Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)
- Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa
Regional Insights:
North America leads the game-based learning market, driven by its advanced educational infrastructure and high adoption of digital technologies. The region's emphasis on innovative teaching methods and substantial investments in educational technology contribute to its dominant market share.
Recent Developments & News:
In April 2024, Kairos, a Bengaluru-based learning technology company, launched a game-based learning platform aimed at enhancing soft skills training. In the same month, the U.S. Department of Education awarded an $8 million grant to Legends of Learning to study the effectiveness of game-based learning in Florida. Additionally, in July 2023, an investor consortium led by Goldman Sachs agreed to acquire Kahoot, a game-based learning platform, valuing it at $1.72 billion.
Key Players:
- Badgeville (CallidusCloud)
- Bunchball (BI WORLDWIDE)
- Classcraft Studios Inc.
- Six Waves Inc.
- Recurrence, Inc.
- Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
- Gametize Pte. Ltd.
- GradeCraft (The Regents of the University of Michigan)
- Kuato Studios
- BreakAway Ltd. Inc.
- Filament Games
- LearningWare, Inc.
- Osmo (Tangible Play, Inc.)
- Toolwire, Inc
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IMARC Group is a global management consulting firm that helps the world’s most ambitious changemakers to create a lasting impact. The company provides a comprehensive suite of market entry and expansion services. IMARC offerings include thorough market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.


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